- Messages
- 62
- Reaction score
- 57
- Points
- 240
Just to preface this, I actually love the map as a whole, I just feel the Bazaar could use some improvements to really help it thrive - as someone who's first months of the server was being a Bazaar dweller, I feel very loyal to the area and passionate to see it succeed. And I feel the rest of the Map is amazing and probably the best RP map I've been on.
What is one of v5 Bazaars most core features?
- It's complete open design, the T shape of it and open air design , being able to see Puffer Mart, the Business Shops and at the other side all the way to Parker
- It's shops close knit together, meaning voice chat got cluttered, but often players felt more involved because you could over hear these convos, just like a real bazaar
- Shop Scarcity, people AFK all day when to get their items sold.
- Ease of access to see which shops looked the best without having to run a mile.
What are v6 Bazaars core features
- Large interior building that is two floored, meaning you have to roam around a large space to find what you're looking for
- Rooms are large and spaced apart, meaning there is more space for roleplay builds to happen, conversations do not get spliced and people can have their own individual scenarios.
- Enough bazaars for everybody, to the point where Staff have now enabled it so organizations can now purchase two Bazaars at once.
- More secure car park.
Now what is the ideal Bazaar compared to community complaints?
One of the most common things I'm hearing right now is the underpopulated state of the Bazaar. However, previously - Bazaar, most times of the day, was artificially populated. Everyone who was a Bazaar main remembers the pain of logging on and seeing Bazaar 3 used by a guy selling a present box for $200,000. And that means he's secured it until he either logs off, or someone for some reason buys it, and he now gets F6'd for not using the Bazaar.
Now with the new Bazaar, we can buy one whenever we want, so that means - everyone should be populating every Bazaar right? Wrong.
The reason Bazaar is under populated is because most of it's shops do not sponsor natural player movement. Let me give you examples.

As you can see above, the arrows represent natural player movement within the v5 bazaar. Every entrance you use, basically forces you to go past most of the shops and this also encourages player interaction and roleplay.

Natural player movement in v6's Bazaar, tends to angle the player to entirely ignore most of it's shops.

These shops on either end, specifically, are mostly totally ignored.
-----
Now moving onto the next thing, Bazaar visibility. In v5, driving past Bazaar, meant you could see inside it without having to even exit the car. You could see how populated, decorated or how many guns were on display simply by driving past.
Now .. in v6...

You have to seriously go out of your way to see the Bazaar, and there is no way to see how active it is without first parking and disembarking your car and searching both levels.
What's my proposed solutions?
Solution 1; Remove 1 floor of the Bazaar and leave it as an Interior.
This would increase the artificial scarcity , I don't feel it would solve the problem of natural player pathing as the entire space feels too large.
Solution 2; Delete the entire building of Bazaar, and the ground floor and make the entire area an Open Air Bazaar.
An open Air Bazaar would allow people to see how popular it is just at a glance , it would make it so people can easily see other players for interactions, allow for unique builds, more drama and more excitement.
Solution 3; Delete the shops on the furthest ends to reduce the amount of Bazaars and increase artificial demand.
This would make the space feel smaller and more tight knit and reduce the overwhelming feeling the Bazaar currently has and also deleting the more isolated shops means people will be competing for the space, leading to better designs, and more fiercer player activity.
What is one of v5 Bazaars most core features?
- It's complete open design, the T shape of it and open air design , being able to see Puffer Mart, the Business Shops and at the other side all the way to Parker
- It's shops close knit together, meaning voice chat got cluttered, but often players felt more involved because you could over hear these convos, just like a real bazaar
- Shop Scarcity, people AFK all day when to get their items sold.
- Ease of access to see which shops looked the best without having to run a mile.
What are v6 Bazaars core features
- Large interior building that is two floored, meaning you have to roam around a large space to find what you're looking for
- Rooms are large and spaced apart, meaning there is more space for roleplay builds to happen, conversations do not get spliced and people can have their own individual scenarios.
- Enough bazaars for everybody, to the point where Staff have now enabled it so organizations can now purchase two Bazaars at once.
- More secure car park.
Now what is the ideal Bazaar compared to community complaints?
One of the most common things I'm hearing right now is the underpopulated state of the Bazaar. However, previously - Bazaar, most times of the day, was artificially populated. Everyone who was a Bazaar main remembers the pain of logging on and seeing Bazaar 3 used by a guy selling a present box for $200,000. And that means he's secured it until he either logs off, or someone for some reason buys it, and he now gets F6'd for not using the Bazaar.
Now with the new Bazaar, we can buy one whenever we want, so that means - everyone should be populating every Bazaar right? Wrong.
The reason Bazaar is under populated is because most of it's shops do not sponsor natural player movement. Let me give you examples.

As you can see above, the arrows represent natural player movement within the v5 bazaar. Every entrance you use, basically forces you to go past most of the shops and this also encourages player interaction and roleplay.

Natural player movement in v6's Bazaar, tends to angle the player to entirely ignore most of it's shops.

These shops on either end, specifically, are mostly totally ignored.
-----
Now moving onto the next thing, Bazaar visibility. In v5, driving past Bazaar, meant you could see inside it without having to even exit the car. You could see how populated, decorated or how many guns were on display simply by driving past.
Now .. in v6...

You have to seriously go out of your way to see the Bazaar, and there is no way to see how active it is without first parking and disembarking your car and searching both levels.
What's my proposed solutions?
Solution 1; Remove 1 floor of the Bazaar and leave it as an Interior.
This would increase the artificial scarcity , I don't feel it would solve the problem of natural player pathing as the entire space feels too large.
Solution 2; Delete the entire building of Bazaar, and the ground floor and make the entire area an Open Air Bazaar.
An open Air Bazaar would allow people to see how popular it is just at a glance , it would make it so people can easily see other players for interactions, allow for unique builds, more drama and more excitement.
Solution 3; Delete the shops on the furthest ends to reduce the amount of Bazaars and increase artificial demand.
This would make the space feel smaller and more tight knit and reduce the overwhelming feeling the Bazaar currently has and also deleting the more isolated shops means people will be competing for the space, leading to better designs, and more fiercer player activity.